Window_EquipRight

Publié le par chindan

#============================================
# ¡ Window_EquipRight
#----------------------------------------------
# @‘•”õ‰æ–ʂŁAƒAƒNƒ^[‚ªŒ»Ý‘•”õ‚µ‚Ä‚¢‚éƒAƒCƒeƒ€‚𕎦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#============================================

class Window_EquipRight < Window_Selectable
#------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# actor : ƒAƒNƒ^[
#------------------------------------------
def initialize(actor)
super(272, 64, 368, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = actor
refresh
self.index = 0
end
#------------------------------------------
# œ ƒAƒCƒeƒ€‚̎擾
#------------------------------------------
def item
return @data[self.index]
end
#------------------------------------------
# œ ƒŠƒtƒŒƒbƒVƒ…
#------------------------------------------
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
#------------------------------------------
# œ ƒwƒ‹ƒvƒeƒLƒXƒgXV
#------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
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